render/pass: implement antialiasing for fractional coordinates

Signed-off-by: Loukas Agorgianitis <loukas@agorgianitis.com>
This commit is contained in:
Loukas Agorgianitis 2026-01-08 22:40:20 +02:00
parent 5a49f2ae14
commit e92d8a7a53
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GPG key ID: DDC6FA7D5BB332E6
11 changed files with 170 additions and 20 deletions

View file

@ -7,7 +7,19 @@ precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec4 color;
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
float compute_coverage() {
vec4 d = vec4(
gl_FragCoord.x - dst_bounds.x,
gl_FragCoord.y - dst_bounds.y,
dst_bounds.z - gl_FragCoord.x,
dst_bounds.w - gl_FragCoord.y
);
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
return min(min(cov.x, cov.y), min(cov.z, cov.w));
}
void main() {
gl_FragColor = color;
gl_FragColor = color * compute_coverage();
}

View file

@ -9,7 +9,19 @@ precision mediump float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
float compute_coverage() {
vec4 d = vec4(
gl_FragCoord.x - dst_bounds.x,
gl_FragCoord.y - dst_bounds.y,
dst_bounds.z - gl_FragCoord.x,
dst_bounds.w - gl_FragCoord.y
);
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
return min(min(cov.x, cov.y), min(cov.z, cov.w));
}
void main() {
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
gl_FragColor = texture2D(texture0, v_texcoord) * alpha * compute_coverage();
}

View file

@ -7,7 +7,19 @@ precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
float compute_coverage() {
vec4 d = vec4(
gl_FragCoord.x - dst_bounds.x,
gl_FragCoord.y - dst_bounds.y,
dst_bounds.z - gl_FragCoord.x,
dst_bounds.w - gl_FragCoord.y
);
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
return min(min(cov.x, cov.y), min(cov.z, cov.w));
}
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
gl_FragColor = texture2D(tex, v_texcoord) * alpha * compute_coverage();
}

View file

@ -7,7 +7,19 @@ precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
float compute_coverage() {
vec4 d = vec4(
gl_FragCoord.x - dst_bounds.x,
gl_FragCoord.y - dst_bounds.y,
dst_bounds.z - gl_FragCoord.x,
dst_bounds.w - gl_FragCoord.y
);
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
return min(min(cov.x, cov.y), min(cov.z, cov.w));
}
void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha * compute_coverage();
}